Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Store Wish List 1.3.0

Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list.

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Improved Auto-explore and Rest 1.5.5

Quality of Life improvements for resting and auto-exploring.

v3.3.9 *** FOR ToME v1.5.5 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.5.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE).

It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.

Latest Features:
• Some fixes for posessor, thanks to St_ranger_er's investigative work. Believe that finishes off the infinite loops.
• Fix for paradox during possessing enemies with high natural recovery. Hope this one just gets rolled in since its an awkward place for a fix.

Existing Features:
• Support for resting as posessor in form, which can't restore hp so shouldn't try and use infusions or wait for full hp.
• Fix throwing knives interaction. Didn't wait properly for them to recover if you had them.
• Commented out special Run hook. It seemed reasonably broken on a few fronts and predated me fiddling with the mod in the first place. It looks like it was overidden in order to fix a bug that I suspect got fixed in the game sometime in the last two ToME major version numbers.
• Add support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Add support for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Add null check. Two of them now. Fix breaking on non-DLC Maj'eyal. And another one~. Sorry folks not with the latest coolness, totally my bad.
• Handle a collision with Act and Ember's DLC steam sustain check.
• Fix an Embers bug (Wouldn't wait for steam properly)
• Adding support to auto-stealth if available and not stealthed.
• Fix ANOTHER 1.4.x bug with saving settings changes. That should hopefully be the last one for now.
• Updated to work with 1.4.x ToME. My that was troublesome. Enormously so. Sorry for the wait, but this literally took days to get not buggy.
• Added option for ignoring small damage when moving (and support for it).
• Made ignoring small damage while resting optional.
• Fix for conflict with fasterRRE. Old one in fact.
• Fix for rest not completely restoring everything before stopping. It should now not stop when there is still stuff to recover. This primarily affected cool-down waits for powers and items.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Uses a sanity check for whether Damage over Time should interrupt resting, using if it is doing 5% or less health damage and the character is over 50% health, it will ignore the damage for purposes of stopping rest.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.

Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.

Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal.
• 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.

• Compatible with ToME v1.4.4 (likely also still backwards compatible with 1.3)

Notes:
• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.
• 'First Sighting' and 'Reset on Rest' modes are intended to keep auto-explore a fast process. If you spot an enemy you wouldn't mind bumping into around a corner, you can just hit auto-explore again and that enemy will be ignored until seen by normal sight. 'Reset on Rest' can be handy if you spot a type of enemy you want to be cautious around or a packed room. You can move away, rest, then explore the rest of the level without worrying about running into the middle of that room.

Items Vault 1.5.0

Enhanced Object Compare 1.5.0

Improves the "Press <control> to compare" functionality for objects. New features:

When pressing <control>, a note at the top of the text will tell you which object in your equipment is being compared against the current item.

While holding <control>, tapping <shift> will cycle through the objects in your equipment that the current item can be compared to. Useful when wearing two rings, dual-wielding, or using the second weapon set.

(new in v3) Runes and inscriptions in your inventory or store inventories can be compared via <control> to corresponding inscriptions on your body.

Easy Map v2 1.5.10

Original Easy Map mod by Codefly
---
UPD: I just fixed checker and remove pop-up window about newest game version and change Legend color to black :)

This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination.

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

Unlimited Respec 1.3.1

Faster Run/Rest/Explore 1.0.6

Important: this addon will have no effect if left unconfigured! Please read the description!

Recommended settings:

hit escape -> video options

Requested FPS: 30

Resting divider: 10

Running divider: 5

Description:

Enables faster run/resting by use of FPS dividers.

These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers.

Just be careful when resting on an escort mission...

Changelog:

Tier-1 Short Circuit Option 1.1.0

Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu.

Select your Escorts 1.5.10

Allows you to choose which escorts you will encounter at the start of the game.
You may change the future encounters in the game menu (Esc).

There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior.

Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign)
Note: Unfortunately the only time that addons can get the possible escort types is after the random escort quest is assigned.
This means escorts added by other addons will not be available for selection, but will still be possible to find using the random selection.

To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply.

Go to Landmark 1.1.0

Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark".

Restart Sustains 1.0.5

Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect.

Inventory Sort Order 1.3.0

Logical Alchemists 1.5.10

Makes alchemists focus on creating elixirs that you are not currently helping them with.
In the base game, when you hand in ingredients to an alchemist, another alchemist completes one of his remaining elixirs at random.
What this addon does is remove the elixir that you are already helping them with from the possible elixirs to be chosen unless it is their last elixir.

Better Item Description 1.5.10

This addon makes items description easier to read and determine on a glance it's usefulness
- sorts all stats by category - DPS/DEF/MISC
- item's passive power always the same blue color (not a random blue-yellow-pink-green)
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an ornage highlight and placed before others because it's most important one
- Removed many extra-explain details, which any veteran player would not want to read each time
for example, stat "S.pwr/crit" shorten from "Spellpower on spell critical (stacks up to 3 times)"
means you do remember that it can stack only 3 times, and is not so super important anyway
- DLC supported - Orcs/Ashes
- few bug-fixes along the way

Most important thing to remember
- Requirements only shown for those you don't meet. If you want to see all reqs - hold CTRL
- "Phasing" stat means - "Damage Shield penetration", the name was taken from the source and looks good to me, and short enough
- The "-" minus sign at the end of stat mean immunity or reduction of some sort, for example "Blind-" = "Blindness immunity",
- "Max.summ" = Max wilder summons
- "Summ.HP.reg" = Life regen bonus (wilder-summons)
- "Def/telep" = Defense after a teleport
- "Res/telep" = Resist all after a teleport
- "Dur/telep" = New effects duration reduction after a teleport

Enhanced Wield Replace 1.3.0

NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon.

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by thief at level 7 on the 34th Dusk 122nd year of Ascendancy at 17:16
Killed by snow giant boulder thrower at level 7 on the 34th Dusk 122nd year of Ascendancy at 18:22
Killed by snow giant boulder thrower at level 7 on the 34th Dusk 122nd year of Ascendancy at 19:18
Killed by thief at level 7 on the 34th Dusk 122nd year of Ascendancy at 21:29
Killed by Voredhevena the thief at level 8 on the 35th Dusk 122nd year of Ascendancy at 11:18
Killed by orc corruptor at level 13 on the 70th Dusk 122nd year of Ascendancy at 22:03
Killed by mucus ooze at level 15 on the 73rd Haze 122nd year of Ascendancy at 15:31
Killed by snow giant thunderer at level 16 on the 77th Regrowth 123rd year of Ascendancy at 00:26
Killed by snow giant thunderer at level 16 on the 77th Regrowth 123rd year of Ascendancy at 04:25
Killed by snow giant boulder thrower at level 16 on the 77th Regrowth 123rd year of Ascendancy at 06:05
Killed by Mayuwen the ghoulking at level 16 on the 78th Regrowth 123rd year of Ascendancy at 04:52
Killed by Mayuwen the ghoulking at level 16 on the 78th Regrowth 123rd year of Ascendancy at 05:31
Killed by snow giant boulder thrower at level 16 on the 79th Regrowth 123rd year of Ascendancy at 09:23
Killed by war hound at level 17 on the 79th Regrowth 123rd year of Ascendancy at 20:22
Killed by Velith the teluvorta at level 17 on the 80th Regrowth 123rd year of Ascendancy at 12:02
Killed by ultimate teluvorta at level 17 on the 80th Regrowth 123rd year of Ascendancy at 14:08
Killed by ultimate teluvorta at level 17 on the 80th Regrowth 123rd year of Ascendancy at 15:36
Killed by teluvorta at level 17 on the 80th Regrowth 123rd year of Ascendancy at 16:55
Killed by teluvorta at level 17 on the 80th Regrowth 123rd year of Ascendancy at 18:59
Killed by dredgling at level 18 on the 1st Time of Balance 123rd year of Ascendancy at 05:31
Killed by Elotha the dredgling at level 18 on the 1st Time of Balance 123rd year of Ascendancy at 07:27
Killed by Chronolith Twin at level 18 on the 1st Time of Balance 123rd year of Ascendancy at 14:08
Killed by Chronolith Clone at level 18 on the 1st Time of Balance 123rd year of Ascendancy at 15:01
Killed by Chronolith Clone at level 18 on the 1st Time of Balance 123rd year of Ascendancy at 16:58
Killed by snow giant boulder thrower at level 19 on the 1st Pyre 123rd year of Ascendancy at 01:26
Killed by Dinnd the thalore at level 19 on the 17th Pyre 123rd year of Ascendancy at 18:50
Killed by mecharachnid warrior at level 20 on the 22nd Pyre 123rd year of Ascendancy at 18:16
Killed by barrow wight at level 21 on the 45th Pyre 123rd year of Ascendancy at 03:11
Killed by grave wight at level 21 on the 45th Pyre 123rd year of Ascendancy at 04:25
Killed by Lisavena the forest wight at level 21 on the 45th Pyre 123rd year of Ascendancy at 05:35
Killed by decaying devourer at level 21 on the 45th Pyre 123rd year of Ascendancy at 06:51
Killed by Urkis, the High Tempest at level 22 on the 60th Pyre 123rd year of Ascendancy at 08:00
Killed by Urkis, the High Tempest at level 22 on the 60th Pyre 123rd year of Ascendancy at 09:22
Killed by Steiaalf the Bringer of Doom at level 23 on the 60th Pyre 123rd year of Ascendancy at 16:05
Killed by Adetira the elven warrior at level 24 on the 67th Pyre 123rd year of Ascendancy at 09:50
Killed by Silylle the mean looking elven guard at level 24 on the 67th Pyre 123rd year of Ascendancy at 16:18
Killed by Silylle the mean looking elven guard at level 24 on the 67th Pyre 123rd year of Ascendancy at 17:36
Killed by Emelywyn the ogre pounder at level 24 on the 68th Pyre 123rd year of Ascendancy at 02:20
Killed by elven cultist at level 24 on the 68th Pyre 123rd year of Ascendancy at 04:53
Killed by Neryma the elven guard at level 24 on the 68th Pyre 123rd year of Ascendancy at 05:59
Killed by bloated horror at level 24 on the 68th Pyre 123rd year of Ascendancy at 07:13
Killed by Bethidakira the ogre pounder at level 25 on the 69th Pyre 123rd year of Ascendancy at 10:20
Killed by Lisodana the gigantic gravity worm at level 26 on the 4th Mirth 123rd year of Ascendancy at 06:45
Killed by Chanting Necromancer at level 27 on the 3rd Flare 123rd year of Ascendancy at 03:57
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 10:09
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 11:35
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 12:57
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 13:43
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 15:14
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 16:55
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 18:08
Killed by Layeldamitta the eternal bone giant at level 27 on the 6th Flare 123rd year of Ascendancy at 19:22
Killed by The Divine Writhing Mass at level 30 on the 31st Dusk 123rd year of Ascendancy at 15:33
Killed by Polewen the corrupted dendritic hemospinner at level 30 on the 31st Dusk 123rd year of Ascendancy at 16:59
Killed by Shasshhiy'Kaish at level 31 on the 59th Dusk 123rd year of Ascendancy at 08:48
Killed by Shasshhiy'Kaish at level 31 on the 59th Dusk 123rd year of Ascendancy at 10:37
Killed by Greater Mummy Lord at level 31 on the 61st Dusk 123rd year of Ascendancy at 17:42
Killed by Greater Mummy Lord at level 31 on the 61st Dusk 123rd year of Ascendancy at 23:17
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 06:06
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 07:42
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 09:00
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 10:27
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 10:42
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 13:15
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 13:37
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 15:57
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 17:48
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 19:03
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 19:31
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 20:47
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 21:39
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 22:16
Killed by Gyrin the master vampire at level 32 on the 63rd Dusk 123rd year of Ascendancy at 22:37
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 00:15
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 00:48
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 00:58
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 02:34
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 03:19
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 03:49
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 04:05
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 04:27
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 04:40
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 05:25
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 06:48
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 07:52
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 09:17
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 10:30
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 10:40
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 12:25
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 14:09
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 15:11
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 16:20
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 16:37
Killed by Gyrin the master vampire at level 32 on the 64th Dusk 123rd year of Ascendancy at 16:48
Killed by searing horror at level 34 on the 19th Regrowth 124th year of Ascendancy at 03:11
Killed by Xanara the skeleton archer at level 34 on the 19th Regrowth 124th year of Ascendancy at 22:19
Killed by Forgery of Haze (Ce'Nathra the elder vampire) at level 35 on the 22nd Regrowth 124th year of Ascendancy at 08:16
Killed by worm that walks at level 38 on the 32nd Regrowth 124th year of Ascendancy at 08:57
Killed by worm that walks at level 38 on the 32nd Regrowth 124th year of Ascendancy at 09:49
Killed by luminous horror at level 38 on the 32nd Regrowth 124th year of Ascendancy at 23:18
Killed by bloated horror at level 38 on the 33rd Regrowth 124th year of Ascendancy at 00:39
Killed by The One That Writes at level 38 on the 33rd Regrowth 124th year of Ascendancy at 17:09
Killed by luminous horror at level 38 on the 33rd Regrowth 124th year of Ascendancy at 18:25
Killed by The One That Writes at level 38 on the 33rd Regrowth 124th year of Ascendancy at 19:31
Killed by The One That Writes at level 38 on the 33rd Regrowth 124th year of Ascendancy at 20:35
Killed by The One That Writes at level 38 on the 33rd Regrowth 124th year of Ascendancy at 21:38
Killed by Xeralaith the searing horror at level 38 on the 33rd Regrowth 124th year of Ascendancy at 22:46
Killed by Xeralaith the searing horror at level 38 on the 33rd Regrowth 124th year of Ascendancy at 23:51
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 01:00
Killed by Xeralaith the searing horror at level 38 on the 34th Regrowth 124th year of Ascendancy at 02:13
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 03:24
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 04:27
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 06:08
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 06:18
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 06:27
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 07:06
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 08:22
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 09:25
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 10:27
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 11:48
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 12:44
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 13:41
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 14:57
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 16:20
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 16:28
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 17:37
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 17:46
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 17:57
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 18:17
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 19:01
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 19:32
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 20:29
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 21:50
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 22:44
Killed by The One That Writes at level 38 on the 34th Regrowth 124th year of Ascendancy at 23:13
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 00:26
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 01:41
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 02:51
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 03:09
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 04:19
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 05:22
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 06:12
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 07:24
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 08:32
Killed by The One That Writes at level 38 on the 35th Regrowth 124th year of Ascendancy at 10:25
Killed by The One That Writes at level 39 on the 35th Regrowth 124th year of Ascendancy at 10:41
Killed by Xerywen the Blightborn at level 39 on the 38th Regrowth 124th year of Ascendancy at 16:10
Killed by war hound at level 40 on the 10th Pyre 124th year of Ascendancy at 03:41
Killed by orc soldier at level 42 on the 71st Regrowth 125th year of Ascendancy at 18:53
Killed by ritch flamespitter at level 42 on the 73rd Regrowth 125th year of Ascendancy at 10:03
Killed by war hound at level 42 on the 73rd Regrowth 125th year of Ascendancy at 10:44
Killed by war hound at level 42 on the 74th Regrowth 125th year of Ascendancy at 00:07
Killed by war hound at level 42 on the 74th Regrowth 125th year of Ascendancy at 01:44
Killed by orc pyromancer at level 44 on the 12nd Pyre 125th year of Ascendancy at 08:58
Killed by overpowered greater multi-hued wyrm at level 45 on the 29th Pyre 125th year of Ascendancy at 11:13
Killed by orc archer at level 47 on the 39th Pyre 125th year of Ascendancy at 13:11
Killed by bursting entropic shard at level 48 on the 41st Pyre 125th year of Ascendancy at 12:20
Killed by orc elite berserker at level 50 on the 51st Dusk 125th year of Ascendancy at 04:57
Killed by Rak'Shor Cultist at level 50 on the 60th Dusk 125th year of Ascendancy at 23:03
Killed by Rak'Shor Cultist at level 50 on the 60th Dusk 125th year of Ascendancy at 23:22
Killed by Rak'Shor Cultist at level 50 on the 60th Dusk 125th year of Ascendancy at 23:35
Killed by Rak'Shor Cultist at level 50 on the 60th Dusk 125th year of Ascendancy at 23:56
Killed by armoured skeleton warrior at level 50 on the 76th Dusk 125th year of Ascendancy at 22:06
Killed by armoured skeleton warrior at level 50 on the 76th Dusk 125th year of Ascendancy at 23:46
Killed by Qwenin the champion of Urh'Rok at level 50 on the 12nd Haze 125th year of Ascendancy at 01:10
Killed by Gloreldanne the orc summoner at level 50 on the 15th Haze 125th year of Ascendancy at 13:09
Killed by Paron the Invader at level 50 on the 17th Haze 125th year of Ascendancy at 23:12
Killed by orc fighter at level 50 on the 23rd Haze 125th year of Ascendancy at 09:50
Killed by shadow at level 50 on the 52nd Haze 125th year of Ascendancy at 04:57
Killed by Cyradhelevena the orc summoner at level 50 on the 52nd Haze 125th year of Ascendancy at 20:15
Killed by daelach at level 50 on the 58th Haze 125th year of Ascendancy at 19:16
Killed by orc berserker at level 50 on the 59th Haze 125th year of Ascendancy at 12:55
Killed by stone golem at level 50 on the 60th Haze 125th year of Ascendancy at 08:55
Killed by war hound at level 50 on the 61st Haze 125th year of Ascendancy at 02:47
Killed by Khulmanar, General of Urh'Rok at level 50 on the 63rd Haze 125th year of Ascendancy at 12:38
Killed by Khulmanar, General of Urh'Rok at level 50 on the 63rd Haze 125th year of Ascendancy at 14:05
Killed by multi-hued drake hatchling at level 50 on the 64th Haze 125th year of Ascendancy at 08:34
Killed by multi-hued drake hatchling at level 50 on the 64th Haze 125th year of Ascendancy at 10:08
Killed by Elyriwe the multi-hued drake at level 50 on the 65th Haze 125th year of Ascendancy at 03:04
Killed by war hound at level 50 on the 65th Haze 125th year of Ascendancy at 04:36
Killed by war hound at level 50 on the 65th Haze 125th year of Ascendancy at 06:33
Killed by multi-hued drake at level 50 on the 65th Haze 125th year of Ascendancy at 08:14
Killed by greater multi-hued wyrm at level 50 on the 65th Haze 125th year of Ascendancy at 14:22
Killed by greater multi-hued wyrm at level 50 on the 65th Haze 125th year of Ascendancy at 16:04
Killed by greater multi-hued wyrm at level 50 on the 68th Haze 125th year of Ascendancy at 14:53
Killed by Barunra the Invoker at level 50 on the 69th Haze 125th year of Ascendancy at 19:00
Killed by orc high pyromancer at level 50 on the 70th Haze 125th year of Ascendancy at 13:51
Killed by nightmare horror at level 50 on the 70th Haze 125th year of Ascendancy at 19:13
Killed by fire wyrm at level 50 on the 70th Haze 125th year of Ascendancy at 21:08
Killed by Elira the orc fighter at level 50 on the 72nd Haze 125th year of Ascendancy at 16:51
Killed by Elira the orc fighter at level 50 on the 72nd Haze 125th year of Ascendancy at 17:54
Killed by greater multi-hued wyrm at level 50 on the 77th Haze 125th year of Ascendancy at 13:48
Killed by greater multi-hued wyrm at level 50 on the 78th Haze 125th year of Ascendancy at 16:31
Killed by greater multi-hued wyrm at level 50 on the 78th Haze 125th year of Ascendancy at 17:22
Killed by Emadhelaith the naga tide huntress at level 50 on the 80th Haze 125th year of Ascendancy at 00:37
Killed by Emadhelaith the naga tide huntress at level 50 on the 80th Haze 125th year of Ascendancy at 02:16
Killed by orc berserker at level 50 on the 2nd Decay 125th year of Ascendancy at 20:02
Killed by Yvovena the orc berserker at level 50 on the 3rd Decay 125th year of Ascendancy at 00:10
Killed by Yvovena the orc berserker at level 50 on the 3rd Decay 125th year of Ascendancy at 01:34
Killed by naga myrmidon at level 50 on the 6th Decay 125th year of Ascendancy at 08:43
Killed by bandit lord at level 50 on the 8th Decay 125th year of Ascendancy at 04:36
Killed by stone golem at level 50 on the 1st Allure 126th year of Ascendancy at 12:35
Killed by skeleton archer at level 50 on the 2nd Allure 126th year of Ascendancy at 11:47
Killed by nightmare horror at level 50 on the 2nd Allure 126th year of Ascendancy at 13:52
Killed by Elandar at level 50 on the 4th Allure 126th year of Ascendancy at 12:10
Killed by Elandar at level 50 on the 4th Allure 126th year of Ascendancy at 13:13

/ 206

Antimagic

Follower

Primary Stats

Strength

94 (base 60)

Dexterity

64 (base 10)

Constitution

50 (base 28)

Magic

35 (base 10)

Willpower

117.70612348361 (base 60)

Cunning

114.8040823224 (base 60)

Resources

Life

887/887

Steam

100/100

Equilibrium

103

Psi

208/208

Healing Factor

1.6727272727273

Regeneration

1.7563636363637

Speed

Mental

0%

Attack

0%

Movement

0%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

13

Infravision

5

See Stealth

59.136432242156

See Invisible

49.136432242156

Offense: Mainhand

Damage

170

Accuracy

69

Crit Chance

55%

APR

92

Speed

1.00

Offense: Offhand

Damage

172

Accuracy

69

Crit Chance

56%

APR

92

Speed

1.00

Offense: Spell

Spellpower

6.75

Crit Chance

41%

Speed

1

Offense: Mind

Mindpower

98

Crit Chance

54%

Speed

1

Offense: Damage Bonus

Acid

+19%

Light

+37%

Lightning

+24%

Cold

+40%

Physical

+29%

Fire

+46%

All

+7%

Offense: Damage Penetration

Acid

+63%

Nature

+63%

Lightning

+11%

Cold

+17%

Physical

+20%

Fire

+18%

All

0%

Defense: Base

Armour (hardiness)

33 (30%)

Defense

47

Ranged Defense

47

Fatigue

28

Physical Save

46

Spell Save

70

Mental Save

69

Defense: Resistances

Acid

+ 59%( 70%)

Blight

+ 70%( 70%)

Arcane

+ 54%( 70%)

Cold

+ 70%( 70%)

All

+ 30%( 70%)

Lightning

+ 70%( 70%)

Light

+ 65%( 70%)

Temporal

+ 44%( 70%)

Mind

+ 58%( 70%)

Darkness

+ 44%( 70%)

Fire

+ 58%( 70%)

Nature

+ 70%( 70%)

Defense: Immunities

Stun Resistance

100%

Confusion Resistance

68%

Poison Resistance

76%

Blind Resistance

100%

Disarm Resistance

100%

Bleed Resistance

76%

Teleport Resistance

100%

Pinning Resistance

75%

Instadeath Resistance

100%

Knockback Resistance

25%

Inscriptions (4/4)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 732% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Strength stat.

Effective talent level: 1.7Use mode: PassiveDescription: You gain 28% Nature resistance.
When you deal Acid damage to a creature, you gain a 3.2% bonus to Nature damage for 2 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 7.1%.
The resistance and damage increase improve with your Mindpower.

Natural Acid

1/5

Effective talent level: 8.5Use mode: ActivatedEquilibrium cost: 12Range: 6Cooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 92% chance that 3 talent(s) are placed on a 15 turn(s) cooldown.
The chance will increase with your Mindpower.

Mind Parasite

5/5

Effective talent level: 8.5Use mode: SustainedSustain equilibrium cost: 15Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Surround yourself with natural forces, ignoring 63% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 81% chance that one of your mucus oozes will spit at the target as a free action.

Effective talent level: 1.3Use mode: PassiveDescription: You gain 25% Acid resistance.
When you deal Nature damage to a creature, you gain a 2.7% bonus to Acid damage for 2 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 5.9%.
The resistance and damage increase improve with your Mindpower.

Corrosive Nature

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: 8Cooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You focus on a target zone of radius 2 to make up to 2 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 5 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 232.4 Acid damage within radius 1.
The damage will increase with your Mindpower.

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 4.46 nature damage to each foe within its radius.
This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 27% and have a 19% chance to be pinned to the ground for 4 turns.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage will increase with your Mindpower.

Grasping Moss

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 4.46 nature damage to each foe within its radius.
This moss has vampiric properties and heals the user for 43% of the damage done.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage will increase with your Mindpower.

Nourishing Moss

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 4.46 nature damage to each foe within its radius.
This moss is very slippery and causes affected foes to have a 9% chance of failing to perform complex actions.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage and the chance to apply the slippery effect increase with your Mindpower.

Slippery Moss

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 4.46 nature damage to each foe within its radius.
This moss is coated with strange fluids and has a 18% chance to confuse (power 0%) foes passing through it for 2 turns.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage will increase with your Mindpower.

Hallucinogenic Moss

0/5

Wild-gift / Slime

1.30

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 4Range: 10Cooldown: 5Travel Speed: 600% of baseUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Spit slime at your target doing 371.4 nature damage and slowing it down by 30% for 3 turns.
The slime can bounce from foe to foe, hitting up to a total of 5 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 37.2% damage per bounce.
The damage will increase with your Mindpower

Effective talent level: 6.5Use mode: SustainedSustain equilibrium cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 501, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.96.
You may have up to 3 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 11 turns, are very resilient (34% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 1.0 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning.

Mitosis

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 4 turns.
This process releases a burst of antimagic, dealing 141.9 Manaburn damage in radius 3.
This talent allows you to restore 1.0 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower.

Reabsorb

1/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 3 will be created with 372 life (74% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 195% weapon damage (as Acid).

Effective talent level: 6.5Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: For 7 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 7 turns.
At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
Your mucus will poison all foes crossing it, dealing 69.4 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 9.6 Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration.

Mucus

5/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 10Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Calling upon nature, you cause the ground to erupt in an radius 3 acidic explosion, dealing 361.2 acid damage to all creatures and creating mucus in the area.
Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
The damage increases with your Mindpower.

Acid Splash

5/5

Effective talent level: 6.5Use mode: PassiveDescription: Your mucus is brought to near sentience.
Each turn, there is a 38% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 11 turns and will attack any of your foes by spitting slime at them.
You may have up to 5 Mucus Oozes active at any time (based on your Cunning).
Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
The spawn chance increases with your Mindpower.

Living Mucus

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 7Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You temporarily merge with your mucus, cleansing yourself of 2 physical or magical detrimental effects.
You can then reemerge on any tile within sight and range that is also covered by mucus.
This is quick, requiring only 100% of a turn to perform, but you must be in contact with your mucus.

Effective talent level: 1.4Use mode: PassiveDescription: Improve your fungus to allow it to take a part of any healing you receive and improve it.
Each time you are healed, you get a regeneration effect for 6 turns that heals you for 56% of the direct heal you received.
The effect will increase with your Mindpower.

Fungal Growth

1/5

Effective talent level: 4.2Use mode: PassiveDescription: Your fungus can reach into the primordial ages of the world, granting you ancient instincts.
Each time a regeneration effect is used on you, you gain 108% of a turn.
Also, regeneration effects on you will decrease your equilibrium by 2.7 each turn.
The turn gain increases with your Mindpower.

Ancestral Life

3/5

Effective talent level: 1.4Use mode: ActivatedEquilibrium cost: 22Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: A wave of energy passes through your fungus, making it release immediate healing energies on you, healing you for 640% of your current life regeneration rate.

Sudden Growth

1/5

Cunning / Survival

1.10

Effective talent level: 1.1Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 5 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 49, and you gain the ability to detect traps (+43 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Wild-gift / Mindstar mastery

1.30

Effective talent level: 6.5Use mode: SustainedSustain equilibrium cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Channel your mental power through your wielded mindstars, generating psionic blades.
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by 1.90, their armour penetration by 1.95 and mindpower, willpower and cunning by 1.90.
Also increases Physical Power by 65 and increases weapon damage by 57% when using mindstars.

Psiblades

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 7Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
Thorny vines will grab the target, slowing it by 18% and dealing 27.74 nature damage each turn for 10 turns.
Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 2).

Thorn Grab

1/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for 74.36 per turn (cumulative).
All allies hit will be covered in leaves, granting them 50% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 2).

Leaves Tide

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You hit a foe with your mainhand psiblade doing 326% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
The maximum heal possible is 309. Equilibrium of the healed target will also decrease by 10% of the heal power.
Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 2).

Effective talent level: 3.9Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Wild-gift / Call of the wild

1.30

Effective talent level: 0.0Use mode: SustainedRange: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Meditate on your link with Nature.
While meditating, you regenerate 3 equilibrium per turn, your Mental Save is increased by 9, and your healing factor increases by 8%.
Your deep meditation does not, however, let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that lets you regenerate 0.00 equilibrium per turn.
The effects will increase with your Mindpower.

Meditation

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 78 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

Nature's Touch

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 4.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 2.

Effective talent level: 2.0Use mode: PassiveDescription: Allows you to create therapeutic tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fiery Salve (known)* Botanical Shell (known)* Second Skin (known)* Alchemist's Helper (known)* Moss Tread (known)* Pain Suppressor Salve (known)* Healing Salve (known)* Antimagic Shell (known)* Water Salve (known)* Frost Salve (known)* Air Recycler (known)* Power Distributor (known)* Poison Groove (known)* Fungal Web (known)* Viral Injector (known)* Unstoppable Force Salve (known)* ...perhaps more to discover...

Therapeutics

2/5

Effective talent level: 1.0Use mode: PassiveDescription: Allows you to create chemical tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fireproof Coating (known)* Waterproof Coating (known)* Black Light Emitter (known)* Rustproof Coating (known)* Alchemist's Helper (known)* Acid Groove (known)* Flash Powder (known)* White Light Emitter (known)* Corrosive Shell (known)* Winterchill Edge (known)* Toxic Shell (known)* Itching Powder (known)* ...perhaps more to discover...

Effective talent level: 2.0Use mode: PassiveDescription: Allows you to create mechanical tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry (known)* Saw Projector (known)* Kinetic Stabiliser (known)* Rocket Boots (known)* Back Support (known)* Steamsaw (known)* Fatal Attractor (known)* Hook Shell (known)* Saw Shell (known)* Weapon Automaton: One Handed (known)* Iron Grip (known)* Spring Grapple (known)* Air Recycler (known)* Hand Cannon (known)* ...perhaps more to discover...

Mechanical

2/5

Effective talent level: 2.0Use mode: PassiveDescription: Allows you to create electrical tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry (known)* Black Light Emitter (known)* Shocking Edge* Magnetic Shell (known)* Galvanic Retributor (known)* Mana Coil (known)* Shocking Touch (known)* Grounding Strap (known)* Fatal Attractor (known)* Lightning Coil (known)* White Light Emitter (known)* Voltaic Shell (known)* Weapon Automaton: One Handed (known)* Power Distributor (known)* Mental Stimulator (known)* Deflection Field (known)* ...perhaps more to discover...

Effective talent level: 9.5Use mode: PassiveDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
Each time you are hit by non-physical, non-mind damage, you get a 62% resistance to that element for 7 turns.
If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by 2.46 each hit.
At level 5 you absorb even if Antimagic Shield is active.
The effects will increase with your Mindpower or Physical power (whichever is greater).

Resolve

5/5

Effective talent level: 9.5Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Let out a burst of sound that silences for 6 turns all those affected in a radius of 15, including the user.
For each creature affected your equilibrium is reduced by 30 (up to 5 times).
The silence chance will increase with your Mindpower or Physical power (whichever is greater).

Aura of Silence

5/5

Effective talent level: 9.5Use mode: SustainedSustain equilibrium cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Surround yourself with a shield that will absorb at most 160 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
Each creature whose attack on you is absorbed or reduced by the shield also takes a backlash dealing 94.00 manaburn damage (see description in the Mana Clash talent), this may only happen up to 10 times per turn and each time the damage is reduced by 25%.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

5/5

Effective talent level: 1.9Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Drain 372 mana, 186 vim, 93 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
In addition, for 6 turns all your attacks also do 15% manaburn damage.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Mana Clash

1/5

Prodigies

Effective talent level: 1.0Use mode: PassiveDescription: A strong body is key to a strong mind, and a strong mind can be powerful enough to make a strong body.
This prodigy grants a Mindpower bonus equal to 60% of your Strength.
Additionally, you treat all weapons as having an additional 40% Willpower modifier.

Superpower

1/1

Effective talent level: 1.0Use mode: PassiveDescription: All steamtech criticals reduce the remaining cooldown of a random steamtech talent by 1.
All spell criticals reduce the remaining cooldown of a random spell talent by 1.
All mind criticals reduce the remaining cooldown of a random wild gift/psionic/afflicted talent by 2.
All physical criticals reduce the remaining cooldown of a random technique or cunning talent by 2.
This can only happen once per turn, and cannot affect the talent that triggers it.

Eye of the Tiger

1/1

Effects

talent

Acidic Soil

talent

Unstoppable Nature

talent

Wild Growth

talent

Psiblades

talent

Mitosis

talent

Antimagic Shield

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.

Back and there again

active

Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth.
Save our people and show the evildoers the wrongness of their way. Permanently.* You have killed the necromancers but not in time to save any of the captive Krogs.

Cleaning the trash

failed

You have killed Ungolë in Ardhungol and saved the Sun Paladin.

Eight legs of wonder

done

You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell.
As a reward you improved Cunning by +2.

Escort: lost anorithil (level 1 of Dreadfell)

done

You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest.
As a reward you improved talent Biofeedback (+1 level(s)).

Escort: lost anorithil (level 2 of Old Forest)

done

You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.
As a reward you improved talent Conversion (+1 level(s)).

Escort: lost anorithil (level 3 of Trollmire)

done

You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell.
As a reward you improved talent Conversion (+1 level(s)).

Escort: lost anorithil (level 5 of Dreadfell)

done

You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell.
As a reward you gained talent category Psionic / Feedback (at mastery 0.80).

Escort: lost anorithil (level 6 of Dreadfell)

done

You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell.
As a reward you improved talent Conversion (+1 level(s)).

Escort: lost anorithil (level 7 of Dreadfell)

done

You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell.
As a reward you improved talent Biofeedback (+1 level(s)).

Escort: lost anorithil (level 8 of Dreadfell)

done

You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire.

Escort: lost tinker (level 2 of Trollmire)

done

You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest.
As a reward you improved talent Vitality (+1 level(s)).

Escort: lost warrior (level 3 of Old Forest)

done

You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.
Seek the Sorcerers and stop them before they bend the world to their will.
To enter, you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.

Falling Toward Apotheosis

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.

Important news

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Horned Horror.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.

Lost Knowledge

done

After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.

Melinda, lucky girl

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Possessed.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have unlocked the hall of reflections.* You have upgraded your rod of recall to transport you to the fortress.* You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process.

The fortress's current energy level is: 7.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.

Storming the city

done

You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.

Strange new world

done

Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists.Stire of Derth has completed an elixir of avoidance without your aid.Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision.Marus of Elvala has completed an elixir of the savior without your aid.Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery.You have aided Agrimley the hermit in creating an elixir of explosive force.You have aided Agrimley the hermit in creating an elixir of serendipity.You have aided Agrimley the hermit in creating an elixir of focus.Ungrol of Last Hope has completed an elixir of brawn without your aid.Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin.You have aided Ungrol of Last Hope in creating an elixir of foundations.

The Brotherhood of Alchemists

done

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!

You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.

The Doom of the World!

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them. The more you have the weaker the shield will be.

The Orbs of Command

done

You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.

The Sect of Kryl-Feijan

done

Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.

The Temple of Creation

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
2 lumberjacks have died.

The beast within

done

Investigate the bastions of the Pride.* You have destroyed Rak'shor.* You have destroyed Vor.* You have destroyed Grushnak.* You have destroyed Gorbat.

The many Prides of the Orcs

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

done

Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.* You have found a Blood-Runed Athame.* You have found the Resonating Diamond.

There and back again

done

You have found a slavers' compound and entered it.

You decided to join the slavers and take part in their game. You won the ring of blood!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 211.86arcane damage and stunned).Uses 100 power out of 150/150

These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.

Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.).Uses 35 power out of 35/35

This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Slumber:Level 3.3Pwr.cost 10 out of 25/25.Range 7Travel.spd instantaneousIs a mind powerDescription: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 98 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Mindpower.

This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.

Breath of Eyal (10 def, 10 armour)

Inventory

Blood of Life 0.4
potion[Unique]Nature

Quaff the Blood of Life to grant an extra life.

This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 15Travel.spd instantaneousUsage Speed Standard (100% of a turn)Is a nature giftDescription: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 156.00physical damage and 258.80nature damage.
The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30.Inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 29Travel.spd instantaneousUsage Speed Spell (100% of a turn)Is a spellDescription: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 mana.
Also when resting your mana will regenerate at 0.5 per turn.Inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 15Travel.spd instantaneousUsage Speed Spell (100% of a turn)Is a spellDescription: Activate the rune to become invisible (power 14) for 12 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 40%.Inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

invisibility rune (power 14 for 12 turns)

schematic: Air Recycler 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Air Recycler

schematic: Armour Reinforcement 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Armour Reinforcement

schematic: Fireproof Coating 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Fireproof Coating

schematic: Mental Stimulator 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Mental Stimulator

schematic: Moss Tread 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Moss Tread

schematic: Second Skin 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Second Skin

schematic: Solid Shell 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Solid Shell

schematic: Voltaic Sentry 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Voltaic Sentry

schematic: Winterchill Edge 0.1T1 schematic scroll[Normal]

[already known tinker]Learn how to build this tinker.

Schematics are used by tinkers to learn how to build new constructs.

schematic: Winterchill Edge

Sealed Scroll of Last Hope 0.1
scroll[Unique]

Open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns.Uses 200 power out of 200/200

Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish.
Light around it seems to dim and you can feel its tremendous power simply by touching it.
The Sorcerers seem to have awakened its power."And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."

Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!

Time Shield: (Instant)Puts all charms on 30 cooldownLevel 4.0Pwr.cost 30 out of 30/30.Range 10Travel.spd instantaneousIs a spellDescription: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (238) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%.
The shield's max absorption will increase with your Spellpower.

This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.

Link of Pain: (Instant)Level 3.0Pwr.cost 15 out of 15/15.Range 7Travel.spd instantaneousIs a spellDescription: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns.
Each time the source creature takes damage the victim takes 70% of the damage.
If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1.

This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before.

Glowing Core

569 alchemist agate 0.0T1 black alchemist-gem[Normal]

When used as an alchemist bomb:
Bomb damage +5%

Gems can be sold for money or used in arcane rituals.

569 alchemist agate

alchemist's lamp 1.0T3 lite[Normal]

While equipped:---------- misc
Light +3

A normal brass lantern, enhanced by alchemy to make it brighter.

alchemist's lamp

dwarven lantern 1.0T5 lite[Normal]

While equipped:---------- misc
Light +4

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

dwarven lantern

dwarven lantern 1.0T5 lite[Normal]

While equipped:---------- misc
Light +4

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

dwarven lantern

Automated Portable Extractor 0.0
power tinker[Plot Item]Steamtech

While carried:Melt all the items in the APE at once (also done automatically when you change level).Uses 0 power out of 1000/1000

The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes.
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.

Pulverizing Auger:Level 4.0Pwr.cost 30 out of 30/30.Range 6Travel.spd instantaneousIs a spellDescription: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4.
The beam also affect any creatures in its path, dealing 117.79physical damage to all.
The damage will increase with your Spellpower.

This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people.

Track:Level 2.2Pwr.cost 18 out of 35/35.Range melee/personalTravel.spd instantaneousDescription: Sense foes around you in a radius of 40 for 5 turns.
The radius will increase with your Cunning.

This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword.

His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."

Fortune's Eye

Dragon Orb (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6CunUse the orb.Uses 1 power out of 1/1

This orb is warm to the touch.

Dragon Orb (Orb of Command)

Elemental Orb (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6MagUse the orb.Uses 1 power out of 1/1

Flames swirl on the icy surface of this orb.

Elemental Orb (Orb of Command)

Orb of Destruction (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6StrUse the orb.Uses 1 power out of 1/1

Visions of death and destruction fill your mind as you lift this orb.

Orb of Destruction (Orb of Command)

Orb of Many Ways 1.0
orb[Plot Item]Unknown

Activate a portal.Uses 10 power out of 28/30

The orb projects images of distant places, some that seem to be not of this world, switching rapidly.
If used near a portal it could probably activate it.

Orb of Many Ways

Orb of Undeath (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6DexUse the orb.Uses 1 power out of 1/1

Dark visions fill your mind as you lift the orb. It is cold to the touch.

Orb of Undeath (Orb of Command)

Scrying Orb 1.0
orb[Plot Item]Unknown

While carried:

This orb will automatically identify items you find.

Scrying Orb

Transmogrification Chest 2.0
sher'tul chest[Plot Item]Unknown

While carried:Transmogrify all the items in your chest at once (also done automatically when you change level).Uses 0 power out of 1000/1000

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Recall (1/1) 2.0
rod charm[Plot Item]Unknown

Recall the user to the worldmap after 40 turns.Uses 202 power out of 400/400

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Rod of Spydric Poison (3/3) 2.0
rod charm[Unique]Nature

Shoot a bolt of spydric poison out to range 12, dealing 363.80nature damage (based on Magic) over 6 turns while rendering the target unable to move.Uses 25 power out of 75/75

The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.

A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace.

Forbidden Tome: "Home, Horrific Home"

WINNER!

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

Achievements

A dangerous secret (Exploration mode)Found the mysterious staff and told Last Hope about it.
By Kelria the Cornac Oozemancer level 4062nd Regrowth 125th year of Ascendancy at 12:35see stats

A different point of view (Exploration mode)Learned the five chapters of Orc history through loremaster Hadak's tales.
By Kelria the Cornac Oozemancer level 4845th Pyre 125th year of Ascendancy at 23:04see stats

Against all odds (Exploration mode)Killed Ukruk in the ambush.
By Kelria the Cornac Oozemancer level 3730th Regrowth 124th year of Ascendancy at 02:27see stats

Are you out of your mind?! (Exploration mode)Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
By Kelria the Cornac Oozemancer level 4529th Pyre 125th year of Ascendancy at 11:04see stats

Home sweet home (Exploration mode)Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Kelria the Cornac Oozemancer level 2250th Pyre 123rd year of Ascendancy at 06:24see stats

I cleared the room of death and all I got was this lousy achievement! (Exploration mode)Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
By Kelria the Cornac Oozemancer level 4629th Pyre 125th year of Ascendancy at 14:02see stats

Invasion from the Depths (Exploration mode)Stopped a naga invasion by closing their portal.
By Kelria the Cornac Oozemancer level 5011st Haze 125th year of Ascendancy at 21:07see stats

Level 10 (Exploration mode)Got a character to level 10.
By Kelria the Cornac Oozemancer level 1050th Dusk 122nd year of Ascendancy at 14:36see stats

Level 20 (Exploration mode)Got a character to level 20.
By Kelria the Cornac Oozemancer level 2017th Pyre 123rd year of Ascendancy at 20:41see stats

Level 30 (Exploration mode)Got a character to level 30.
By Kelria the Cornac Oozemancer level 3023rd Dusk 123rd year of Ascendancy at 16:56see stats

Level 40 (Exploration mode)Got a character to level 40.
By Kelria the Cornac Oozemancer level 4039th Regrowth 124th year of Ascendancy at 23:02see stats

Level 50 (Exploration mode)Got a character to level 50.
By Kelria the Cornac Oozemancer level 5010th Flare 125th year of Ascendancy at 11:33see stats

Orcrist (Exploration mode)Killed the leaders of the Orc Pride.
By Kelria the Cornac Oozemancer level 5075th Dusk 125th year of Ascendancy at 11:50see stats

Portal master (Exploration mode)Fought the two Sorcerers and closed four invocation portals.
By Kelria the Cornac Oozemancer level 504th Allure 126th year of Ascendancy at 19:00see stats

Race through fire (Exploration mode)Raced through the fires of the Charred Scar to stop the Sorcerers.
By Kelria the Cornac Oozemancer level 5045th Haze 125th year of Ascendancy at 16:40see stats

Rescuer of the lost (Exploration mode)Rescued the merchant from the assassin lord.
By Kelria the Cornac Oozemancer level 1529th Haze 122nd year of Ascendancy at 11:57see stats

Savior of the damsels in distress (Exploration mode)Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
By Kelria the Cornac Oozemancer level 2671st Pyre 123rd year of Ascendancy at 03:17see stats

Shasshhiy'Kaish (Exploration mode)Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
By Kelria the Cornac Oozemancer level 3159th Dusk 123rd year of Ascendancy at 12:04see stats

Size matters (Exploration mode)Did over 600 damage in one attack.
By Kelria the Cornac Oozemancer level 3364th Haze 123rd year of Ascendancy at 09:42see stats

Sliders (Exploration mode)Activated a portal using the Orb of Many Ways.
By Kelria the Cornac Oozemancer level 4375th Regrowth 125th year of Ascendancy at 19:19see stats

That was close (Exploration mode)Killed your target while having only 1 life left.
By Kelria the Cornac Oozemancer level 3834th Regrowth 124th year of Ascendancy at 06:58see stats

Vampire crusher (Exploration mode)Destroyed the Master in its lair of the Dreadfell.
By Kelria the Cornac Oozemancer level 3629th Regrowth 124th year of Ascendancy at 02:34see stats

You were not supposed to see that! (Exploration mode)Read a Forbidden Tome.
By Kelria the Cornac Oozemancer level 3732nd Regrowth 124th year of Ascendancy at 08:29see stats

Log

Your summoned mucus ooze disappears.Your summoned mucus ooze disappears.Your summoned mucus ooze disappears.Your summoned mucus ooze disappears.Your summoned mucus ooze disappears.Your summoned mucus ooze disappears.Talent Mucus is ready to use.Your summoned mucus ooze disappears.
Kelria uses Mucus.There is a Unremarkable cave here (press '' or right click to use).You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Today is the 6th Allure of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Saving done.
Kelria deactivates Acidic Soil.
Kelria deactivates Antimagic Shield.
Kelria deactivates Psiblades.
Kelria deactivates Wild Growth.
Kelria deactivates Unstoppable Nature.
Kelria deactivates Mitosis.